Diplomacy Campaign #2 Completed... We'll let history pick up from here! - But in the meantime...
View Campaign Action Replay (1929 to 1939) Below!
Note: This animated gif is very large - 666kb - please be patient

Map modified from Martin Kennedy's Versailles Variant V3.1 (which also has a list of full space names) with permission.  I have added Cad (Cadiz), Bcl (Barcelona)
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Wargames Played, plus links to some pictures, reports
Wargame Campaign Rules Standard Diplomacy Rules Summary
Links: Diplomacy Pouch & Diplomacy Corps

Wargame Campaign Rules (Back to Top of Diplomacy Page)
1. The campaign will be conducted exactly as a regular Diplomacy game except where rule #6 comes into effect.
2. It is essential that players follow proper format for submitting orders.  Please.  I don't have the time this time to translate or figure out what has been written in emailed orders.  All spaces in the map above have the proper 3 letter abbreviation - take a bit of time to write these out.  Remember, if you just write down any old thing, that's 9 sets of orders I have to spell out correctly, etc, etc which will get me extremely sooky.
3.  Orders should (please) follow these example formats:
Moves: F Nap - Ion F Len SC - Fin A Kur - Syr
Supports, own country: F Cad S A Mad - Por A Kie S A Mos - Bye F BLA S A Con - Bul
Supports, other country: A Mun S Fra A Mar - Swi F NTH S Pol F Swe - Osl A Buc S Sov A Mol - Gal
Convoy: F ENG C A Lon - Bre F BLA C A Con - Sev
Make sure that after each order, you have a line break (ie, press your enter key!!!).  Not two line breaks or several dozen but one (1).
4.  Orders are supposed to be secret.  Do not cc your orders to other players.  Your orders email must be to me only.  If I receive orders that have been cc'd to another player (typical example is a country in dire straits desperately needing the help of another country which can easily crush it and the weaker country cc's the stronger) I will ignore them.
5.  It is OK to email preliminary orders, subject to change.
6. On the Spring turns only, all bounce results are possible candidates for resolution by a set piece miniature wargame scenario instead of the usual Diplomacy bounce.  Note that for the first Spring turn, no wargames are played, to allow the Diplomacy situation to develop.
7.  Only one wargame will be played for that year.  In the case of multiple bounces, the procedure in 8, below is followed.
8.  In determining which one of that Fall's bounces is played in miniature, compile a list of all bounces that would have occured in Diplomacy standard rules (bounces, not dislodgements).  In the case of multiple candidates, the actual bounced space the battle represents will be determined randomly just before the wargame starts.  As well, which  Diplomacy great power the sides in the wargame represented.
9.  The wargame will be a set piece wargame from any period in which we're interested.  The game will have specific victory conditions of the sort dependent on player assigned points for objectives (example, see the Nikopol game account).  It can be any sort of balanced scenario (attack/defense, meeting engagement, etc). 
10.  To change the outcome of the Diplomacy situation to anything other than a bounce, one of the sides in the wargame must score a solid victory based on points and/or condition of forces involved.  This will usually be a consensus after the game, or at worst, decided by the game ref.  The side which scores the solid victory in the miniatures game will decide if he wants to keep the standard rules Diplomacy bounce as per normal or if his piece will occupy the space fought by the wargame.  If the space was occupied by the wargame loser, this counts as a dislodgment.
11.  All remaining bounces will be resolved as per normal Diplomacy after the resolution of the wargame.
12.  Anyone available can participate in the miniatures game.  Care and consideration must be given to the composition of the wargame teams especially in the case where there are multiple bounce candidates for wargames (see 8, above).
13.  The objective of the exercise is to have a Diplomacy game which flows like any normal Diplomacy game with the occasional miniatures wargame which may or may not change an outcome of a bounce.

Wargames Played & Results
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Spring 1929 - No game to be played
Spring 1930 - No bounces to wargame!
Spring 1931 - 6 bounces, 1 wargame to determine which bounce to be resolved - Leningrad

Game: Full Thrust (RonK)
Scenario: In the 28th century fusion is the energy source of choice. Ships fly, engines spin and communications function because of the quiet, clean hum of Fusion!! and deuterium is the fuel which every reactor across the galaxy needs to function. The Quallfoloi have been extracting deuterium from the gas giants in the Beta Hydri system (approximately 20.5 light Years from Terra) and using it to fuel warships and their industrial base on the colony worlds of the Anarchy. Aware of this weakness, the wiley Terrans, harkening back to obscure lessons from their military past, have been waging a successful campaign to destroy Quallfoloi deuterium tankers and production facilities. Their goal is to cripple the Quallfoloi economy by depriving it of a basic energy source.

In response the Quallfoloi have begun arming deuterium tankers and allocating forces to protect their deuterium infrastructure. This has lead the Grand Transmitter to lay a trap for the incautious mammaloids, in the hope of giving them a bloody snout. Elements of the Grand Fleet have been dispatched to Beta Hydri with instructions to seek out and engage the enemy. This will teach them that warm blooded life forms should not play with deuterium!!! 


Players: Terran (Soviets) Andrew & Chris E, Qualfolloi (Poles) Dave & Joe 
Results: Qualfolloi victory, bounces remain as per Diplomacy Rules.
Spring 1932 - 3 bounces - Battle of Wielpolska 
Game: Crossfire (Tim)

Scenario: Hypothetical meeting engagement, 1943 (Kursk?).  Objective is to gain control of the crossroads at the centre of the table.

Soviets: 
1 regular rifle company (+2 CC, MG, 3 platoons of  4 squads & +1 PC)
1 veteran SMG company (+2 CC, MG, 3 platoons of 4 squads & +1 PC)
1 veteran T-34/76C company (6 tanks: 2 platoons of 3 tanks)

Germans: 
1 veteran rifle company (+2 CC, 3 platoons of 2 rifle squads, 1 rifle squad w/Panzerschreck, 1 MG, 3 Hanomags for 1 platoon + Sdkfz 250 w/37mm)
3 platoons of 3 Panzer III L (9 tanks total - 1 is a 75mm N) - no APCR rounds
1 FO, 105mm battery


Players: Germans (Germans) Keir & Tim, Soviets (Poles) Joe & Dave 
Results: Marginal Soviet victory, bounces remain as per Diplomacy rules.
Spring 1933 - 4 bounces - Battle of Hungary

Game: Raid on Eregion Lord of the Rings (ChrisE)
Scenario: Numenorian raid on Eregion to Contact an Elven Emissary (click link above for battle report) 
Players: Numenor (Balkan League) Keir & Joe, Orcs (Italy) Tim, Dave, Ronk 
Results: Marginal Balkan League victory, bounces remain as per Diplomacy rules.
Spring 1934 - 2 bounces - Battle of Warsaw/Pripet 
Game: Crossfire (Tim)

Scenario: Italian Defenses at Derna - Australian Attacks after the Fall of Tobruk, 29-30 January 1941 (2 games)

Game 1 - Reconnaissance in Force 29 January

Elements of Italian 20th Corps, 60th Sabratha Division (60th Bersaglieri Motorcycle Battalion, 21st Light Tank Battalion) are deployed in prepared positions to block the route to Derna airfield, West of Tobruk.

6th Australian division: remnants of 11th Hussars, supported by Australian infantry from 19 Brigade reconnoiter the Italian positions in force.

Game 2 - Main Attack 30 January

The same Italian defensive position comes under heavy attack from dismounted troops from 6th Australian supported by armour from British 7th Armoured.
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Game 1 will be played with two players a side.  The Australian side will map Italian positions as they are found and attempt to dislodge the Italians.

Game 2, if required, will be played by the same Italian players,using the same deployment, with some modifications permitted to account for losses in the first battle.  Another group of 2 Australian players will plan their attack based on the map created by the Australian players in game 1 without seeing the table.  Referee will deploy their forces based on the Australian game 2 plan.  And away they will go...

Players:
Game 1: Italians (Germans in Diplomacy) Keir & ChrisE; British/Australians (Poles) Ron B & Joe
Game 2: Italians (Germans in Diplomacy) DaveT  & Richard; British/Australians (Poles) Pete & Joe 


Results: draw, bounces remain as per Diplomacy rules.
Spring 1935 - 2 bounces - Battle of Leningrad

Game: WH40K(Keir O'Flaherty)
Scenario: Battle report web published 
Players: Eldar/British (Tim, Dave, Chris E), Space Marines/Turks (Stu, Joe) 
Results: Major victory for the Eldar, Britain stays in Leningrad
Spring 1936 - No bounces - Game played anyway 
Game: 2 mm Horse, Foot & Gun (Stu): Succession War, French defend against Austrian Attack

Scenario: Battle report web published 

Players: Austrians - Keir, Chris (overall commander), Joe.  French - Tim, Dave (overall commander - where the *&^% are my reserves?), Ron 
Results: French victory, despite wanton throwing away of reserves!
Spring 1937- 3 bounces - Battle of Ionian Sea

Game: 2 mm Horse, Foot & Gun (Stu) 
Scenario: Battle report to be web published, modified Spring 1936 scenario 
Players: Austrians (Italians) - Tim, Dave.  French (Spanish) - Joe, Chris 
Results: Minor Austrian victory, Diplomacy bounces remain as per rules
Spring 1938 - 5 bounces - Battle of Western Baltic Sea 
Game: 2 mm Horse, Foot & Gun (Stu)

Scenario: US CIvil War, game played was part of a battle generated by an ongoing ACW mini map campaign

Players: Confederates (Germans) - Tim, Keir, Joe; Union (French) - Ron, Dave, Peter 
Results: German victory, France is bounced back to Denmark, but Germany retains WBS.

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